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assets-find-built-in
// Search the built-in assets of the Unity Editor (located at Resources/unity_builtin_extra). Filters by name and/or type; built-in assets have no GUID so GUID-based lookups are not supported.
// Search the built-in assets of the Unity Editor (located at Resources/unity_builtin_extra). Filters by name and/or type; built-in assets have no GUID so GUID-based lookups are not supported.
| name | assets-find-built-in |
| description | Search the built-in assets of the Unity Editor (located at Resources/unity_builtin_extra). Filters by name and/or type; built-in assets have no GUID so GUID-based lookups are not supported. |
Search the built-in assets of the Unity Editor located in the built-in resources: Resources/unity_builtin_extra. Doesn't support GUIDs since built-in assets do not have them.
name (optional) — case-insensitive name fragment. Underscores, hyphens, spaces, and periods delimit search words so partial-word matching works.type (optional) — restrict results to assets assignable to this type (e.g. UnityEngine.Texture2D).maxResults — cap on returned list size (default 10).Results are sorted by descending match quality: exact match → substring match → all-words match → partial-words match. Within a rank, results are sorted alphabetically by filename for stable ordering.
unity-mcp-cli run-tool assets-find-built-in --input '{
"name": "string_value",
"type": "string_value",
"maxResults": 0
}'
For complex input (multi-line strings, code), save the JSON to a file and use:
unity-mcp-cli run-tool assets-find-built-in --input-file args.jsonOr pipe via stdin (recommended):
unity-mcp-cli run-tool assets-find-built-in --input-file - <<'EOF' {"param": "value"} EOF
If unity-mcp-cli is not found, either install it globally (npm install -g unity-mcp-cli) or use npx unity-mcp-cli instead.
Read the /unity-initial-setup skill for detailed installation instructions.
| Name | Type | Required | Description |
|---|---|---|---|
name | string | No | The name of the asset to filter by. |
type | any | No | The type of the asset to filter by. |
maxResults | integer | No | Maximum number of assets to return. If the number of found assets exceeds this limit, the result will be truncated. |
{
"type": "object",
"properties": {
"name": {
"type": "string"
},
"type": {
"$ref": "#/$defs/System.Type"
},
"maxResults": {
"type": "integer"
}
},
"$defs": {
"System.Type": {
"type": "string"
}
}
}
{
"type": "object",
"properties": {
"result": {
"$ref": "#/$defs/System.Collections.Generic.List(AIGD.AssetObjectRef)"
}
},
"$defs": {
"AIGD.AssetObjectRef": {
"type": "object",
"properties": {
"instanceID": {
"type": "integer",
"description": "instanceID of the UnityEngine.Object. If this is '0' and 'assetPath' and 'assetGuid' is not provided, empty or null, then it will be used as 'null'."
},
"assetType": {
"$ref": "#/$defs/System.Type",
"description": "Type of the asset."
},
"assetPath": {
"type": "string",
"description": "Path to the asset within the project. Starts with 'Assets/'"
},
"assetGuid": {
"type": "string",
"description": "Unique identifier for the asset."
}
},
"required": [
"instanceID"
],
"description": "Reference to UnityEngine.Object asset instance. It could be Material, ScriptableObject, Prefab, and any other Asset. Anything located in the Assets and Packages folders."
},
"System.Type": {
"type": "string"
},
"System.Collections.Generic.List(AIGD.AssetObjectRef)": {
"type": "array",
"items": {
"$ref": "#/$defs/AIGD.AssetObjectRef",
"description": "Reference to UnityEngine.Object asset instance. It could be Material, ScriptableObject, Prefab, and any other Asset. Anything located in the Assets and Packages folders."
}
}
},
"required": [
"result"
]
}
Copy assets at given paths and store them at new paths. Refreshes the AssetDatabase at the end. Use 'assets-find' to locate the source assets first.
Create a new folder under a parent folder inside 'Assets/'. The parent path must start with 'Assets/' and every intermediate folder in it must already exist. Refreshes the AssetDatabase at the end and returns the GUID(s) of the created folder(s).
Delete the assets at the given project paths. Refreshes the AssetDatabase at the end. Use 'assets-find' to locate the assets first.
Search the Unity asset database using a search filter string. The filter accepts names, labels (`l:`), types (`t:`), AssetBundles (`b:`), areas (`a:`), and globs (`glob:`). See the body for the full filter syntax.
Get asset data from the asset file in the Unity project — every serializable field and property. Supports token-saving path-scoped reads via `paths` or `viewQuery`. Use 'assets-find' to find the asset first.
Modify an asset file in the project. Use 'assets-get-data' first to inspect the asset structure before modifying. Not allowed to modify asset files in the 'Packages/' folder — modify them in 'Assets/'. Three modification surfaces are available (content, pathPatches, jsonPatch) — see the skill body for details.